cbuffer constantBufferPerObject {
	float4x4 worldViewProjection;
};

struct VS_TEXTURED_OUTPUT {
	float4 position : SV_POSITION;
	float2 textureCoord : TEXCOORD;
};

VS_TEXTURED_OUTPUT vertexTexturedShader(float4 inPosition : POSITION, float2 inTextureCoord : TEXCOORD) {
	VS_TEXTURED_OUTPUT output;
	output.position = mul(inPosition, worldViewProjection);
	output.textureCoord = inTextureCoord;
	return output;
}